Showing posts with label gurps. Show all posts
Showing posts with label gurps. Show all posts

Thursday, September 10, 2020

Transhuman Space + 2300 AD

I think a mashup of Transhuman Space and Traveller: 2300 AD (later 2300 AD) would work quite well. They both share the trait of being relatively "hard sci-fi" rpgs. Both eschew world governments and the like for squabbling nation states continuing into the future. Both try to avoid most of the fantastical technologies of a lot of space opera.

There are a lot of differences, sure, but I feel like those differences could compliment each other. Transhuman Space's exuberant optimism regarding AI and biotech balances out 2300 AD's in places laughably conservative (and now dated) notions regarding future tech. Adjusting in the direction of 2300 AD's temporal setting (maybe meeting in the middle at 2200) would make Transhuman Space's rosy tech and space travel outlook look more conservative. Bringing in 2300 AD's stutterwarp drive and "realistically alien" aliens broadens Transhuman Space into interstellar science fiction, which is often more to the rpg crowds' liking than solar system-confined post-cyberpunk, while staying relatively true to the hardish sci-fi leanings of TS. Plus, 2300 AD has a star map and young space colonies ready for you.

Of course, you could do without FTL and keep 2300 AD's aliens and colonies. If you had things like Alastair Reynolds' "lighthuggers" and suspended animation sleep, you could still maintain 2300 AD style civilization, particular when you factor in Transhuman Space tech regrading brain downloading and bioroid bodies.

Thursday, November 16, 2017

In the Vicinity of Gyrfalcon, Everybody Has Their Hand Out

This week we had the second session of our GURPS Dungeon Fantasy campaign, "the Dungeons of Zyrd." It found the PCs bribing the snooty butler of the vintner and crime boss, Pnathfrem Lloigor, to gain access. They offered Lloigor their services for--well, something.


He admitted to doing a bit of trade in counterfeit world stones. These he acquires from the dwarf excisemen encamped near the Tower of Might in Castle Zyrd. Another group of adventures had gone to secure more forged jewels from the dwarves, but that party (led by the Brothers Salasius) were late in returning. They agreed to complete the task. They were to make contact with a dwarf named Rogov.

Setting out, they paid a flatboatman to take them across the Broad River and to wait for their return. A mile up the road, they found the way blocked by a group of hobgoblins who demanded tribute. The price was rather steep (every coin they had), so the party entered combat rather than negotiate with such an unreasonable group of humanoids.

Art by Iain McCaig
The hobgoblins had been neglectful in securing distance weapons, and this cost them. A rain of javelins, sling shot, arrows, and magical fire dropped two of them quickly and sent the other three running for the woods. Fearing reprisals from a larger hobgoblin band, the party pursued them, and cut them down in the forest.

That unpleasant business out of the way, they continued on toward Castle Zyrd.

Treasure: None; Deaths: 5 Hobgoblins.

Friday, September 22, 2017

Dungeon Fantasizing

I was talking with some guys on G+ about running GURPS Dungeon Fantasy (as the boxsets just made in out to backers last week). I don't know if I will, but if I did I think these images would help set the mood:

“I don’t trust them though. Thrill-seekers. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience…"

Bill Willingham

Shuji Imai

They say the Overlord is mad...
Alex Nino

Built atop the ruins of an ancient Coleopteran civilization...
Stefan Poag
In the Dungeons of the Mad Archmage Zyrd...
Andrew MacLean